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* {{qcb}} - 214 - Hurricane Kick (Tatsu) | * {{qcb}} - 214 - Hurricane Kick (Tatsu) | ||
* {{dp}} - 623 - Dragon Punch (DP) | * {{dp}} - 623 - Dragon Punch (DP) | ||
* {{360}} - 6248 - Spinning Piledriver (SPD) | |||
* {{cb}}{{f}} - [4] 6 - Sonic Boom | * {{cb}}{{f}} - [4] 6 - Sonic Boom | ||
* {{cd}}{{u}} - [2] 8 - Flash Kick | * {{cd}}{{u}} - [2] 8 - Flash Kick | ||
== Button Layout == | == Button Layout == |
Revision as of 12:29, 17 June 2025
Street Fighter Alpha 2 is traditionally played with a lever and six attack buttons. Being an arcade game, the controls were optimized for its cabinet- But any controller can be adapted to compete.
Movement
This game uses eight directions for movement.
In some sections of this guide, numpad notation may be used: It's a simple way to describe directions as if they were numbers on a keyboard. Keep in mind that most if not all notations shown assume you're facing right.
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Common Special Moves in Numpad Notation
- 236 - Hadouken (Fireball)
- 214 - Hurricane Kick (Tatsu)
- 623 - Dragon Punch (DP)
- 6248 - Spinning Piledriver (SPD)
- [4] 6 - Sonic Boom
- [2] 8 - Flash Kick
Button Layout
This game has six attack buttons: Three for punches and kicks, respectively. Lighter attacks are closer to the lever, while heavier ones are further.
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Aside from their strength and speed, there is no standard to how each character's attack performs in-game. One character's light attacks may be appreciably weaker than another's. There is no button priority system to decide the winner of same-frame trades. Any mention of priority in this guide is to describe how well a normal's hitboxes perform against one another.